/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h
Checks that the actor type matches the blueprint type (or optionally is BASED on the same type.
static bool IsObjectADebugCandidate ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActorObject, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, bool bInDisallowDerivedBlueprints )